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Alright riot why remove HoG?

Sightstone is much more tricky since you don't have something in magic that gives you increased effectiveness with every use that doesn't turn it into something offensive (a combo or the etc).

I don't play as much magic as you. But wouldn't Sightstone fit into: "Once a turn, one spell costs one less colorless mana" while HoG would fit into: "Every turn put a counter on this card. You can remove one counter to pay for a colorless mana."

HoG is building up constantly even if you do not cast spells. Sightstone only benefits you if you DO cast spells...but then at the same rate.

Edit: for the sake of the analogy we ignore that there is stuff like proliferate in mtg.

I don't play as much magic as you. But wouldn't Sightstone fit into: "Once a turn, one spell costs one less colorless mana" while HoG would fit into: "Every turn put a counter on this card. You can remove one counter to pay for a colorless mana."

HoG is building up constantly even if you do not cast spells. Sightstone only benefits you if you DO cast spells...but then at the same rate.

The big difference on the HoG example is you could use that to power ridiculous things relatively quickly. It would have to be like, "Every turn put a counter on this card. Remove a counter: add one colorless mana. If there are 3 or more counters on this card, sac it." Even then, it's still incorrect since HoG gave a perma advantage instead of a tempo play. In fact, buying HoG lost you tempo early for the tradeoff of getting secured gold for midgame.

The sightstone is also incorrect because sightstone itself doesn't feed anything, it just makes you safer. Perhaps it's closer to gaining life than gaining mana. Either way, Mtg analogys are loose for league.

HoG is closer to Carpet of Flowers and Exploration's love child and Sightstone is closer to Venser's Journal/Bird of Paradise. One (Sightstone) gives you an immediate advantage in a less powerful way and the other SECURED your advantage regardless if it stays around.

Sightstone
These changes are to reduce the excessive amount of early vision teams can acquire with little cost. This should create more opportunities to gank and reward counter play, especially for junglers.

Given a HoG, the support is too often tempted to spend her gold elsewhere; given a Sightstone, well, she has no choice but to ward...and ward...and ward... In other words, a HoG that stops generating gold after 7.5 minutes and must be "rebooted" at shop will fit Xypherous' MtG analogy, but still won't make noobs buy wards.